Metaverse avatar wearing a clickable link

ABSTRACT

A first avatar in a VR room can show a clickable image on its outer surface. Or it can wear a sandwich board showing clickable images. When a second avatar gets close to the first avatar, it can click the image, taking the second avatar to another room. The first avatar defines an off ramp from the first room, outside the control of the first room. An avatar can sing a link to another room. A listening avatar can decode the song and download the link and pick it, to go to the other room. A clickable link on an avatar can take both avatars to the same destination.

TECHNICAL FIELD

Augmented reality, virtual reality and Metaverse

BACKGROUND

Augmented reality (AR) and virtual reality (VR) have grownsubstantially. This led to predictions of a “Metaverse”, notably byFACEBOOK CORP, which has rebranded as “META”. The Metaverse is asimulated 3d environment in which a so-called “Web 3.0” might happen.

There is much activity on making new hardware Heads Up Displays (HUDs)in which to view and take part in the Metaverse. For example, FACEBOOKbought Oculus and is making new Oculus HUDs. GOGGLE is emphasising ARHUD development, inspired by the success of Pokemon Go, a game made byNIANTIC. The latter is a joint venture between GOGGLE and NINTENDO.

There is hype about the Metaverse. Topics within this that have beenpromoted include virtual real estate. One purported reason was that asite might have plots of (virtual) land that are good investments. Inpart because the owner of a plot could put up signage about NFTs for(eg) images. Either the owner of the plot could sell an NFT directly, orsomeone else could. In the latter case, if a sale happened, the owner ofthe plot would be a commission. This would/might increase the value ofthe plot.

We perceive a fundamental attribute of an avatar that goes into a VRroom. The avatar can have a clickable link on its outer surface. We areall aware of how in the Web, the link is the key attribute of itssuccess. Metaverse adherents suggest that the avatar is a key propertyof the Metaverse. If so, then imbuing the avatar with the ability todisplay a link, that other avatars can click, is likely to be important.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows 2 users with different criteria to admit a guest to theirVR room.

FIG. 2 shows an NFT pointing to an image.

FIG. 3 shows an avatar with a sandwich board showing an NFT image.

FIG. 4 shows an avatar jumper's sleeves, for showing NFT images.

FIG. 5 shows avatar Tim singing to avatar Jill to go to another room.

FIG. 6 shows avatar Tim and a bird singing to avatar Jill to go toanother room.

FIG. 7 shows just a bird avatar singing to avatar Jill.

FIG. 8 shows a control panel for a root user.

FIG. 9 shows expanded sight for an avatar.

FIG. 10 shows expanded hearing for an avatar.

FIG. 11 shows an avatar wearing clickable text on a sandwich board.

FIG. 12 shows an avatar going into a VR room.

FIG. 13 shows an avatar going to another room by touching a secondavatar.

FIG. 14 shows the second avatar going to the other room.

FIG. 15 shows an avatar going from 1 room to another.

REFERENCES

-   “Contextual templates for modifying objects in a virtual universe”    by Finn et al. #20100177117, 14 Jan. 2009.-   https://9to5mac.com/2022/01/04/report-apples-upcoming-ar-vr-headset-will-feature-innovative-three-display-configuration/

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

What we claim as new is set forth in the following.

This application has the following sections:

-   -   1] Blocking avatars from visiting your VR room;    -   2] An avatar showing an NFT image;    -   3] An avatar showing a clickable image;    -   4] Singing a link to another VR room;    -   5] Control panel;    -   6] Superpowers;    -   6.1] Sight;    -   6.2] Hearing;    -   7] An avatar showing clickable text;    -   8] Implementing a clickable link on an avatar;    -   9] 2 Avatars going to a clickable link;

1: Blocking Avatars from Visiting Your VR Room;

Consider a couple, Doris and Bob. See FIG. 1 . They want to host a partyin a room in the Metaverse. Maybe they already built the room. Someguests they already know as friends, so those are invited. But therecould be others that they do not know. They want to run a filter onthese and reject those that do not fit their criteria.

Doris is pro (US) Second Amendment. She does not care what the avatarslook like, but she wants to filter against the views of the users whorun the avatars. She asks the room to search social media for each user.Here she requires that the guests tell the room their real names. Shedirects the room to search FACEBOOK and LINKEDIN, though she could alsoask the room to search other sites. She asks the room to detect guncontrol users. This can be done by a text search for (eg) “gun control”against a user's name. If the search detects such a user, he isrejected. She understands that the search can be fallible.

Bob is pro life. He does not mind chatting with pro choice users. But heinsists that a user's avatar not have any pro choice slogans, like on at-shirt. Bob has the room run image recognition on the avatars (frontand back). If the room finds a pro choice slogan, the user is rejected.Bob is fine with a pro choice user with an avatar wearing a sportingteam's jersey or business suit, for example.

FIG. 1 shows the steps done by the Metaverse room. The point is thatwhile this is just an example, the technical steps done by the room arefeasible today. The example can be made more elaborate by having (eg)Doris also having criteria on the users' avatars, so that she imposessteps for the room to do to check the avatars. And Bob could havecriteria on the occupations of the users, which leads to having stepsthe room can do against social media.

2: An Avatar Showing an NFT Image;

FIG. 2 shows an NFT (Non Fungible Token) pointing to an image. Thelatter might be a GIF or JPG or encoded in some other digital format foran image. There is serious doubt about what ownership rights, if any,that an NFT confers on the owner of the NFT.

Leaving this aside, see FIG. 3 . It shows an avatar wearing a sandwichboard. The board shows the image from FIG. 2 . The avatar is advertisingan NFT of that image.

Now take the avatar and send it to a VR site that is selling virtualreal estate. On a virtual plot, the owner can control what signage andbuildings appear on it. Typically, while the owner also can control whatavatars appear on her land, in practice this might not be done. Shewants avatars (and their users) to visit her land. Maybe to buy somevirtual items that she is selling. These items might include NFTs. Butuser Ann might have the avatar of FIG. 3 . She walks her avatar to theVR site selling real estate. She walks thru the site, inviting otheravatars to talk to her. She hopes to interest them in buying the NFT sheis selling.

The owner of a given plot of land might ask her to leave. But in VRsites that sell land, they often have public areas, like sidewalks orparks, She can walk on these with her billboard. If she sells her NFT toanother avatar, she does not pay a commission to the owner of any landon the site.

A variant is where her avatar can put images on its sleeves, as in FIG.4 .

Taking this further, the sandwich board or jacket (including sleeves)that the avatar uses to show images can have those surfaces show imagesthat change over time. So when a first image of (eg) trees is shown onthe sandwich board, this appears for (eg) 2 minutes. Then it is replacedby a second image of (eg) tropical fish for the next 2 minutes. This cango on with a cycle of several static images.

This can be extended to a video being shown on the sandwich board orjacket of the avatar. Here the NFT points to the entire video.

A further variant has to do with Ann selling an NFT pointing to an audiofile on the Internet. She walks thru the site. Her avatar opens itsmouth and plays the song. The audio can also include a statement thatthere is an associated NFT for sale. Or perhaps her avatar can bewearing a shirt that says this in writing. Nearby avatars can hear thesong. Or when the avatar is playing the song, the image on her surfaceincludes text that is the name of the song and the NFT's price.

A user who is interested in buying an NFT advertised by her can ask herin virtual reality, avatar to avatar. She can reply with her real worldelectronic addresses or website. Thru these, she can sell the NFT as anarbitrary digital item. She and a potential buyer transition to the realworld to perform the transaction. They bypass the plot advertisinganother NFT for sale.

Operationally, a simple way of effecting a sale is for the image on theavatar's signage to be clickable, like a standard URL. When the otheravatar clicks, she is taken to Ann's site, where she can see the priceof the NFT for that image. The site can also show other NFTs and images.At Ann's site, there could be at the simplest level, the equivalent of awebsite, to sell NFTs. More elaborately, there might be a bot program,likely in the form of an avatar. The bot would be programmed to answermany typical questions from the visiting avatar's user, about what isfor sale on the site. Finally, there might be a real person, presentedas a person answering questions from visitors to the website. Orpowering an avatar on the site. Specifically, the person might be Annherself.

Can the original site with the various plots of land bar her? This isunclear. If the site is a major site for virtual real estate, this couldrun into antitrust issues. The site may be engaging in unlawfulrestraint of trade.

The end result is that actual Metaverse sites like Super World promotetheir site as a place to buy virtual real estate. An owner of such aplot is touted as being able to use it to (eg) sell NFTs, where thetransactions go thru the plot and its owner. But our method here is away to side step buying an NFT thru a plot of land upon which to conductsales. One merit is that in a time of intense hype about NFTs, and howthese are promoted to, in turn, inflate the prices of virtual realestate, our method helps deflate some of those prices.

3: An Avatar Showing a Clickable Image;

This extends the previous section. Here, suppose there is an avatar in afirst VR site/room. It shows an image (or text) on its surface. Theimage can be clicked by a second avatar nearby. This takes the secondavatar to a destination site.

One special case is where the destination site is the same site that thesecond avatar is currently in. But the avatar goes to a differentlocation in the site.

In the general case, the destination is a different site. The crucialthing is that when the avatar moves in the first site, this is analogousto the site having an URL that is not put there by the site, but by anarbitrary visitor. There is no apparent counterpart to this in astandard website. In the context of websites, it is analogous to awebsite having a visitor who can write transient clickable links ontothe HTML of the site.

The avatar tries to funnel other avatars to the destination site.

The avatar can be directly controlled by a human user, or the avatarcould be a bot.

The clickable image (or text) on its surface can be changed to adifferent image, that points to a different destination than above.Though given how an avatar might be made, this property could depend onthe room rescanning all the code that defines the avatar. Some VR roomsmight let the avatar's owner change an image on its surface, and thedestination that it points to. Other VR rooms might not enable suchattributes.

Many filters or steps can be added.

-   -   A] The avatar with the link might or might not pick avatars in        the first room, to send to the destination. If it picks, it can        apply some separate criteria. Eg. Is the second avatar female?        If so, then pick it. This emulates real world nightclubs, where        women are sometimes favoured as attendees, because they attract        male guests.    -   B] If the avatar does not pick others, then merely by presenting        itself to others, it lets them decide whether to pick or not.    -   C] There might be multiple destinations=multiple sites. If the        avatar picks other avatars, then for some of these, it sends to        a first destination, for some others, it sends to a second        destination, for some others, it sends to a third destination        etc. This could be a load balancing measure, where each visiting        avatar to a site needs to be supported by avatars (and their        users) working for the site.    -   D] Suppose the avatar meets a group of avatars in the first        room. And the group wants to go as a group to the destination.        To perhaps buy whatever the destination is selling. The avatar        can let each avatar in the group click a same image, so that the        entire group ends up at the same destination.    -   E]Suppose the events in [d] happen. And after the group is at        the destination, in the first room, the avatar meets avatar        Jodie. She is also interested in the destination. In some        circumstance, the avatar can send Jodie to a separate instance        of the destination. This is a unique aspect of VR. In the real        world this is not possible. Or the avatar just sends Jodie to        the same destination as the group. (Just like the real world.)

The image (or text) shown by the avatar on its outer surface is wherethe image can be mapped onto the “skin” of the outer surface. This is awell known technique in CGI.

On the skin, the image defines an area such that if a second avatarcomes within some minimum distance to the area, and a selection or clickis performed by that avatar, it is transported to a destination.

At the destination site, the second avatar might buy or sell somethingto avatar Tim who is already at the site. Or the second avatar might getor give something to Tim. The item can be either a virtual item or areal item.

This minimum distance might have to contend with a minimum distancearound each avatar suggested by Meta (Facebook) to prevent sexualharassment. The avatar's user might seek an exemption, if this ispossible, to let other avatars get closer. If not, imagine the avatarhaving a cylinder around it, at the anti-harassment distance. Then takethe image on the avatar's outer surface, and project it onto thecylinder. This will (hopefully) tell the second avatar where to “press”or touch. It may be that the anti-harassment surface may be more complexthan a simple cylinder, to more accurately reflect the avatar's actualsurface shape. But we suspect that a pragmatic implementation ofanti-harassment will be a cylinder, at least initially.

More generally, the second avatar can move its finger towards the image,until the finger touches an anti-harassment surface around the firstavatar. The precise form of this surface can vary with theimplementation.

Plus, there can be an optional “click” done by the user of the secondavatar. This can be to ensure that the avatar's user does this extrastep to positively affirm she wants to pick the image in question, inorder to go to the destination.

When the user of an avatar moves the avatar's finger to touch an imageon another avatar, an optional feature might be implemented, if the userneeds to click the image in order to go to a destination. Thedestination might first be written on the user's VR rig. In a wayanalogous to how, on a Web browser, when its user moves her mouse over alink, the URL is shown at the bottom of the browser. In the currentcase, the showing of the destination lets the user understand where theVR link will take her, before she clicks.

In the spam wars, this showing of the actual URL is a vital protectivestep against phishing attacks that send a user to a fake website.Likewise, for VR rooms and links, we can expect future forms of fake VRsites. Having this feature of showing the VR destination before actuallygoing there can be vital.

When the first avatar goes around the site and talks or otherwiseinteracts with the other avatars, to induce them to click the link onthe first avatar, the first avatar can offer a discount on somethingbeing sold at the destination. Or some type of real or virtual prize orgratuity. The key aspect is that the first avatar is competing withother such avatars and the buildings and plots of land on the site, thatmight be selling competing products or services.

4] Singing a Link to Another VR Room;

Consider an avatar Tim and an avatar Jill, both in the same VR room. Tim“sings” a music-encoding of a link. The link points another VR room. (Orthe link might be a standard URL.) Tim can also say vocals about whatthe song encodes. And Tim can say what software might be needed byothers, to decode the song.

Jill is in earshot of Tim in the room. She hears the song. In her, thenow-recorded song is decoded to the link. She (ie the user controllingJill) can choose to “pick” it. If so, this is analogous to a human userclicking an URL in a webpage. Jill is taken by the picked link toanother VR room. (A special case is where the VR room is the firstroom.) See FIG. 5 .

The euphony of the song can be a way for a promoter to market the VRroom being pointed to by the song. This differentiates the link fromanother link perhaps being shown as text on a poster in the room.

A variant is where Tim the avatar carries a bird avatar on his shoulder.The bird sings the song. Tim says what the link is about. His vocals canalso say what software might be needed to be installed on Jill by herowner, to decode the bird's song. See FIG. 6 . It depicts the bird asflying. Though as a practical matter of minimising computations, itlikely could be perched on Tim.

It is mainly a matter of semantics whether to consider the bird as afully fledged avatar or simply as a bot. And the bird might be“permanently” perched on Tim's shoulder. In this case, the bird mightsimply be considered as a part of Tim the avatar.

An elaboration is possible. The room might let Tim focus his vocalsdirectly on Jill. This is an example of where a Metaverse/VR roomdeliberately differs from reality. Likely Tim has to look directly atJill. He might have to be close enough to her (eg less than 5 m). Thenif he “speaks”, his vocals can only be received by Jill. At theimplementation level, the vocals comes from a software output associatedwith avatar Tim. The port is only connected to the input port of avatarJill.

This type of enhanced privacy can also apply to the bird.

Another related variant is where there is no human avatar Tim. There isjust a bird avatar singing a bird song encoding a link. The bird mightsay what the song encodes. Or near the bird can be visuals suspended inthe air that say (eg) “the song encodes a link to another room”. Thisuse of visuals is another example of the room deliberately offering morethan a real room. See FIG. 7 . Here, the bird song might be audible toall within a certain distance (earshot). Or the song could be sent onlyto 1 recipient, or a few recipients.

The question of whether avatar Tim can speak only to 1 avatar Jill andnot also to another nearby avatar Lucy is left open to the policies ofthe room they are in. Each VR room goes to great lengths to emulatereality as closely as it can. So a room with Tim singing to Jill mightalso make it audible to Lucy. But once a room can do this emulation toits satisfaction, it can explore how to “extend” reality with specialeffects.

If so, another factor is possible. Suppose Tim speaks only to nearbyJill, but Lucy is also nearby. If Tim is animated such that his mouthand lips move in an accurate rendition of what he says, then Lucy canrun lip reading software to try to deduce what he is saying. But VRoffers a solution. What Jill sees in Tim corresponds to what he issaying. But the visuals of Tim seen by Lucy might just have (eg) Tim'smouth moving up and down, in a zeroth order emulation of him speaking.The room can advertise this as a privacy enhancing measure.

This can be extended. The latter animation can be as though Tim weresaying “Let's try to play another song”. This acts as an innocent andstill meaningful to the bulk of the avatars around Tim.

5] Control Panel;

The methods of the previous section can be generalised. See FIG. 8 . Itis an example of a control panel for a root user who supervises the VRroom. The Avatar column refers to an avatar who is sending a message.The Targets column are the avatars the message is for. The Messagecolumn is the decoded message. The type column refers to whether themessage is sent as audio or text or some other alternative.

It is implied that instead of an avatar, the column could have an id ofthe user controlling the avatar.

For the example of avatar Tim, the audio type means that his message issent as audio, only to avatar Jill. It can be imagined that the Messagecolumn could have the “other” message sent to other avatars. In thiscase, the Targets column might be shown in a different way, to indicatethat the “other” message was not for the targets.

For the example of avatar Dinesh, the type column value of text meansthat (eg) Dinesh was near an AR board on which he actually wrote “see myplaylist”, and this was visible to avatars Mark and Laura. Whereas otheravatars would see different text on the board.

For the example of avatar Grace, the message type is text. But here thetext is on her jacket. She writes 2 examples of text. One is only seenby Rahul. The other example is only seen by Chee. Others would getdifferent text on the jacket.

The root user might also be root for other VR rooms. We can imagine anextra column in FIG. 8 , showing the room name for such a user.

The above only shows some types of misdirection possible when users arein virtual reality. But it gives an indication of what is possible. Thepanel lets root check that users doing such misdirections are(hopefully) benign.

The control panel also lets root control various aspects. For the audiointeraction, root can turn it off just for avatar Tim. This prevents Timfrom sending a specific audio message to Jill.

For Dinesh, root can prevent him from making some messages on a board bejust for certain avatars. So what he writes on the board must be visibleto all avatars.

For Grace, root can prevent her from making messages on her outer jacketbe just for some avatars.

FIG. 8 also shows avatars that have links to other rooms written ontheir outer surfaces. Avatar Jeff has an image that can send anotheravatar to room Moonbase. While avatar Ramon has an image that sendsavatars to room Drum & Bass. The example in FIG. 8 assumes that the rootuser has the ability to change the destination, which might not be truefor some rooms.

More generally, a “generic” avatar user might be able to set adestination of an image on her avatar, subject to this being in a listof approved destinations. And perhaps also subject to a second checkagainst a list of forbidden rooms.

Also. The ability of user Ralph to write a text on a virtual surface andspecify that it can only be seen by another user Sue, while also writinga second text on the same surface, and say that it can be seen by allothers can be regulated by root. The room can charge a fee to Ralph. Theroom might also charge Sue a fee, to be able to read such messages.

6] Superpowers;

The implementation of Metaverse/VR rooms also allows deployment of comicbook-type superpowers. Specifically, extended hearing and sight.

6.1] Sight;

A room can offer a user the equivalent of binoculars or single eyetelescope. But without the need to carry and use these as in real life.Let Jill be an avatar in a room. Bob is an avatar some 200 m away. (It'sa big room.) She wants to look more closely at him, without approaching.Assume she has a line of sight on him. The room might let her “zoom” in,perhaps if she pays a fee.

The zoom emulates her using a telescope. In her VR/AR rig, it lets herbring up an enhanced vision screen. See FIG. 9 . But while this showswhat she might see via her rig, in the VR room she just appears to belooking in his general direction. If he is near others, a casualobserver cannot tell that she is focusing on him. FIG. 9 also shows acurrency symbol (here a dollar). This might be done if the room ischarging her for this service. The room maintains a default level offunctionality, to show avatars. But for an expanded service like this,it might opt to charge, because it requires extra computational cost bythe room.

FIG. 9 also shows the results of running lip reading software by theroom on Bob. This also could incur a fee. The “ . . . ” in the textindicates where the lip reading could not discern what he said.

An objection could be raised. That spoken question by Bob is in VR. Itis sent directly to those avatars near him. We assume Jill is too faraway to overhear. Surely the digitised form of his question could beanalyzed instead, and be more accurate, because the room has this andwould not be starting from lip reading? Yes. But the room perhaps doesnot offer this analysis of the direct feeds to each nearby avatar'sinputs. This might be deliberate. To maintain the illusion of reality.In keeping with this, lip reading helps. And so does the “telescope” andthe line of sight restriction. Even though the latter is not an absoluteconstraint.

But the room, or another room, might enable a non-line-of-sight ability.And perhaps charge more. The controls made available to the user getslightly more intricate. For lip reading, the room can itself zoom in onany avatar easily.

6.2] Hearing;

An expanded hearing ability can be implemented several ways. We describeone of them here. A room can let the user move a virtual ear to somelocation, and then get the audio output from users within a certaindistance (eg 10 m).

A nuance is where the room lets the eavesdropper get each voice as aseparate input. See FIG. 10 . The room has a map. The ‘x’ is theeavesdropper's location. The ‘+’ is the location where she wants tooverhear users. The map shows ‘a’, ‘b’ and ‘c’ as the locations of 3avatars. Under the map are images of each avatar. The filled triangle byeach is a play button. The user presses this to hear each avatar'svocals. The boxes by each triangle are found by Automatic SpeechRecognition.

This example assumes no lip reading. The separation of each avatar'svoice into separate audio tracks is enabled by the VR aspect of theroom. In real life, if the vocals all are recorded at the ‘+’ location,the listener would have to try to discern what each person said.

Variants of the above are possible.

First. At the point ‘+’ where the “microphone” is located, perhaps thesoundtracks of each speaker should be combined into 1 track.

Second. Does the track from each user at ‘+’ take into account theorientation of the user?

Third. Does the actual volume of a soundtrack at ‘+’, take into accounta natural fall off in volume due to distance?

7] an Avatar Showing Clickable Text;

Instead of an avatar showing a clickable image, suppose it showsclickable text. FIG. 11 shows an example. The avatar's sandwich boardsays “Healthcare” in Chinese. The opening and closing square bracketsare used as delimiters, to make what we call a “linket”. It is analogousto a domain name, but does not have (eg) a .com or .com.cn suffix. Thebrackets serve as the delimiter.

Linkets are not strictly necessary. The clickable text might just say“Healthcare” in Chinese. But if they are used, it creates a businessopportunity. If we use an existing domain name, like health.com.au, thisis likely already owned by a firm. And the domain registrars act asgatekeepers over the Top Level Domains. So a firm wanting (eg) cars.comwill find that it is already owned, and could cost millions to get.

An owner of a linket can likely get a linket formed from a common wordin English or any other language. When a linket is clicked, the owner ofit can point it at an arbitrary URL as the destination.

8] Implementing a Clickable Link on an Avatar;

We now describe in more detail how an avatar clicks a link on anotheravatar. Start with FIG. 12 . These are the steps to go from an avatarowned by a user, to putting the avatar in a VR room. Step 1201 means theuser buys or makes an avatar. The avatar is mostly just a skin ofpolygons. This step can be very intricate if the user has to do this.The user has the avatar in some coordinate space, by itself. The userlikely can manipulate the avatar's limbs to move them. She might bewearing a VR rig and is seeing a first person or third person view ofthe avatar. Her rig might be connected to a nearby computer of hers,either by wire (tethered) or wirelessly. Or she might use the lattermachine to make or modify the avatar.

The data of the avatar might reside in storage on the rig. This could bean optimum choice for performance. Or the avatar data might be on thenearby computer. Or stored in a server in the cloud.

Step 1202 is where she gets a link from some external source, like theInternet. The link is the address of a VR room. The link is probablyjust text. (It could be in the format of an URL.) The lowest levelapproach is where she has to type in the link on her computer or rig.More likely, she can click a link that she has gotten from elsewhere.The link goes to a server for the VR room in step 1203. In general, thisroom server will not be the same as the server holding the avatar. Weexpect that different rooms will have different servers.

An example of what the link might be:

-   -   Room3.com/ayserver=fgh567.com

Here room3.com is the destination VR room. The ayserver is the label ofthe avatar server. And fgh567.com is the avatar server. When the link isoriginally clicked, it is just room3.com. The avatar that clicks itappends “/ayserver=fgh567.com” to the link. The avatar knows the addressof its avatar server.

The room gets the link. It interacts with the avatar server to get acopy of the avatar in step 1204. The above assumes that the avatarserver exposes an Application Programming Interface (API) that the roomknows. The room interrogates the avatar server via the API to get a copyof the avatar.

For performance reasons, the room needs the copy because of the VRoperations it has to do on and with the avatar. To first approximation,when an avatar is defined at an avatar server, and it is then copied tovarious VR rooms, there will be no changes made to the avatar while itis in those rooms. So there is no problem with versioning of the avatar.If this becomes a problem, more intricate methods can be done to handlechanges made to the avatar during its use in the rooms.

The room finds a location (x,y,z) to put the avatar in the room in step1205. It does this and starts the avatar, which can now see thru itseyes at the room in step 1206. The user can now articulate her avatarand move around. If there are already avatars in the room, the room hasto put the new avatar in a place that does not overlap the avatars. Thiscan include dealing with an anti-harassment field around most/all of theavatars.

The above has been done by several firms. Some details vary, but theabove is the likely commonality of steps.

FIG. 13 shows how an avatar in a room goes to another room by touching aclickable link on a second avatar. Let the first avatar be Jill and thesecond avatar be Bob. Both are in VR room A. Bob wears an image that hasa link to VR room B.

Step 1301 shows Jill touching the image on Bob. If there is ananti-harassment shield, the touching is on a projection of the imageonto the surrounding shield. The image is implemented on the skin of Bobby having an associated text string that is the link to room B. WhenJill touches the image on Bob, this causes room A to get the string fromthe data defining avatar Bob. See step 1302. The image is a subset ofBob's skin. That, by itself, is just a geometric statement. Butfunctionally, this image subset is associated with a destination that isthe associated text string. The address in the link points to room B.

Room A sends the link to room B in step 1303.

Room B gets the data defining Jill in step 1304. This is essentially thesame as step 1204. Just as room A had to find the geometric datadefining avatar Jill.

Room B finds a non-overlapping location for Jill in step 1305. This isessentially the same as step 1205. Room B sends an ok to room A in step1306.

Room A now removes its copy of Jill in step 1307. If room B cannot finda non-overlapping location, then Jill stays in room A.

Room B puts Jill at that location in step 1308.

For simplicity in FIGS. 12 and 13 , when an avatar appears in a room,filters have been omitted that test the avatar and its user againstvarious criteria imposed by the room. These include the steps in Section1 of this application.

Also, FIG. 13 omits a key point at the end. When Jill now appears inroom B, then somewhere on a machine that is not B's or A's server, whereJill's location is definitively stored, her location is updated to roomB. As an example, that machine could be the rig used by Jill's user, oran associated computer physically close to her.

Looking at FIG. 13 suggests a possibility. Room B could have a linkpointing to a room C. When Jill presses a link to room B, she can end upat room C. But a nuance might be important under some circumstances.There might be no need to do step 1304, where room B gets a copy ofJill. This step is not needed if Jill never takes up a location in roomB in step 1308. So testing by room B can be omitted. And testing by roomC to find a location in that room is faster when the copy of Jill inroom C can just be directly copied from room A.

Note that the order of the steps in FIG. 13 can be varied.

9] 2 Avatars Going to a Clickable Link;

Consider FIG. 13 , where avatar Jill touches a clickable link worn byavatar Bob. They are in VR room A. The link can implement an effectwhere Jill and Bob go to the same destination—the link pointed to by theimage on Bob. FIG. 14 shows the steps done in order to move Bob to roomB.

The steps in FIG. 14 that apply to Bob are similar to the steps done toJill in FIG. 13 . When Bob's link is written into his skin, it has aflag that lists Bob's avatar server and tells the room that the link isto move 2 avatars to a common destination.

Note in FIG. 14 that it has 1 common step with FIG. 13 . The first step,where Jill touches the image on Bob. If we imagine that the steps inFIG. 13 are done first to Jill, then she appears first in room B. Now instep 1405, for Bob, the non-overlapping location for him takes intoaccount the presence of Jill at her location in room B.

But what if due to Jill being in room B, it cannot fit Bob? This isunlikely. He just has to be near Jill, where “near” can be left to theroom to define. But if still he can't be fitted into room B, then Jillcan be moved to a different location, and the room retries to fit Bob.

Bob can be placed in line of sight of Jill in room B.

Note from the example given above of what the link might look like, thatexample was for sending Jill. Now for sending Bob, the principle is thesame. The link has the address of Bob's avatar server. It can take anextra flag, to indicate that this link now will move both Bob and anavatar that clicks it.

If this double moving of avatars is implemented for Bob's link, then Bobcan tell other avatars near him about it, when they approach. Or itmight be written as part of his image on his outer surface. Or it canappear as visible text as a floating sign accompanying Bob as he movesaround room A. Or Bob might have (eg) a bird near him, or on him, thatsays or sings this in ways described earlier.

Why would Bob have such a link? One reason might be if Bob wants to giveavatars like Jill a private tour of room B. Bob might work for site roomB, which wants him to find avatars like Jill on other sites, and takethem to room B.

Another reason is dating. Avatar Bob and avatar Jill can go on a date inroom B.

This effect of an avatar clicking an image on avatar Bob and then bothgoing to the same destination can be retained even if Bob jumps toanother site.

Now consider Bob going near avatar Jay. And Jay is wearing a clickablelink that will send an avatar to site Phi. If Bob clicks Jay's image,Bob goes to Phi. Bob's 2 person clickable link goes with him, and canstill be active.

FIG. 15 shows the various servers involved. The steps [1], [2] and [3]occur temporally in that order. Step [1] is when the avatar is firstcopied into room A from the avatar server fgh567.com. At this point, theavatar has not yet clicked on a link on another avatar in room A. Step[2] is when the avatar finds an avatar in room A wearing a clickablelink, and the avatar clicks it. The “[2] move avatar” describes theentire process of moving the avatar from room A to room B. The mostimportant of those steps is [3], where the avatar is copied from itsserver to room B.

I claim:
 1. A system of a first avatar and a second avatar in a first Virtual Reality (VR) room; the first avatar shows an image on an exterior surface of the first avatar; the second avatar picks the image; the second avatar is transported to a second VR room; one of these happens: [a] the second avatar buys an item from the second VR room, [b] the second avatar sells an item to the second VR room, [c] the second avatar gets an item from the second VR room, [d] the second avatar gives an item to the second VR room; the item can be virtual or real.
 2. The system of claim 1, where: the first avatar shows an image on a sleeve of a jacket worn by the first avatar.
 3. The system of claim 1, where: the first avatar wears a sandwich board; the sandwich board shows one or more images that can be picked by the second avatar.
 4. The system of claim 1, where: the avatar carries a flat object; the object shows one or more images that can be picked by the second avatar.
 5. The system of claim 1, where the second VR room is the same as the first VR room; the second avatar is sent to a different location in the first VR room.
 6. The system of claim 1, where: the second avatar is part of a group of avatars; each member of the group clicks the image; each member goes to the second VR room; the first avatar meets a third avatar in the first VR room; the first avatar changes a destination of the image to a different instance of the second VR room; the third avatar picks the image; the third avatar goes to the different instance.
 7. The system of claim 1, where: the second avatar buys a Non-Fungible Token in the second VR room; the second VR room being different from the first VR room.
 8. The system of claim 1, where: a song is played through the mouth of the first avatar; the image on the first avatar includes text of a name of the song.
 9. The system of claim 1, where the picking of the image by the second avatar involves: the second avatar pointing with a finger at the image, one of: [a] the finger touching the image, [b] the finger touching a projection of the image onto an anti-harassment surface around the first avatar.
 10. The system of claim 1, where the picking of the image by the second avatar involves: the second avatar pointing with a finger at the image, one of: [a] the finger touching the image, [b] the finger touching a projection of the image onto an anti-harassment surface around the first avatar; a click or selection being done by a user controlling the first avatar.
 11. The system of claim 1, where: the first avatar is transported to the second VR room.
 12. The system of claim 11, where: the first avatar in the second VR room is in line of sight with the second avatar in the second VR room.
 13. The system of claim 11, where in the first VR room: the image on the first avatar has text explaining that the second avatar will go to the same destination as the first avatar, if the image is picked.
 14. The system of claim 11, where: the first avatar gives a tour of the second VR room to the second avatar.
 15. The system of claim 11, where: the first avatar goes on a date with the second avatar in the second VR room. 